Adventure!
Encyclopedia
Adventure! is a pulp
Pulp magazine
Pulp magazines , also collectively known as pulp fiction, refers to inexpensive fiction magazines published from 1896 through the 1950s. The typical pulp magazine was seven inches wide by ten inches high, half an inch thick, and 128 pages long...

 action role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

 originally printed by White Wolf Game Studio
White Wolf, Inc.
White Wolf Publishing is an American gaming and book publisher. The company was founded in 1991 as a merger between Lion Rampant and White Wolf Magazine, and was initially led by Mark Rein·Hagen of the former and Steve and Stewart Wieck of the latter. Since White Wolf Publishing, Inc. merged with...

, the third and last book in the Trinity Universe
Trinity Universe
The Trinity Universe is the shared science fiction setting created by White Wolf. Its component game lines include:* Adventure!, a pulp-action game set in 1924....

 line of games. The game, printed in black and white on pulp-like sepia paper to resemble a period piece, was conceived as a one-book game line, and was never supported by official supplements. Despite having a vocal fanbase, the Trinity Universe line was discontinued shortly after the game's publication; a d20 system
D20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...

 version was released in 2004. In 2002, Adventure! won the Origins Award
Origins Award
The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so the 1979 awards were given at the 1980 Origins.The Origins Award is commonly...

 for Best Role-Playing Game of 2001.

Setting

The game is set in the 1920s and therefore at the origin of the Trinity Universe timeline. The release of unknown Telluric energy has led to the appearance of a number of particularly gifted characters, whose actions have the potential for shaping the future history of the world. The Aeon Society for Gentlemen, founded by philanthropist
Philanthropist
A philanthropist is someone who engages in philanthropy; that is, someone who donates his or her time, money, and/or reputation to charitable causes...

 Maxwell Mercer, is trying to bring together as many "Inspired" characters as possible, supporting and coordinating them in their effort for the betterment of all of humanity. But darkness lurks, and Mercer's champions will have to face it in the most unlikely locales. There are three archetype
Archetype
An archetype is a universally understood symbol or term or pattern of behavior, a prototype upon which others are copied, patterned, or emulated...

s ("character class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...

es") for players to choose from:
  • Daredevils - whose only "powers" revolve around luck and incredible skill.
  • Mesmerists - the precursors to Trinity's Psions, masters of the powers of the mind.
  • Stalwarts - the precursors of Aberrant's Novas, capable of superhuman feats.

Game system

Set to emulate the exploits of Saturday matinees serials and pulp magazine action, Adventure! uses a very loose and flexible variant of the White Wolf proprietary Storyteller System. Adventure! adds significantly to the Storyteller System in three areas: Knacks, Inspiration and Super-Science.

Knacks

Knacks are powers that differentiate adventurers and villains from normal human beings.
  • Heroic powers enhance a humans natural ability, but don’t appear supernatural. Examples include Lightning Reflexes, Amazing Resilience or Eagle Eyes.

  • Psychic powers manipulate the mind and include telekinesis, telepathy and mind control
    Mind control
    Mind control refers to a process in which a group or individual "systematically uses unethically manipulative methods to persuade others to conform to the wishes of the manipulator, often to the detriment of the person being manipulated"...

    .

  • Dynamic powers are more obvious superhero style powers including flight, exceptional strength and supernatural toughness.

Inspiration

Inspiration is used to activate knacks, alter the story significantly (either as an instantaneous feat or by altering a potential cliffhanger to better suit the player) increase the number of dice you roll for an action or gain intuitive knowledge to move the story along. There are three facets, and associated traits, to Inspiration, each with their own advantages:
  • Intuitive – Quicker reactions and better mental agility

  • Reflective – Increased patience and bonuses to extended actions

  • Destructive – Additional damage and concept damage

See also

  • Aberrant
  • Trinity
    Trinity (role-playing game)
    Trinity is a science fiction role-playing game published by White Wolf Game Studio in 1997 , first in the Trinity Universe series of games sharing a common background and developing an alternate history of humanity through two centuries, and allowing players to play almost all genres of science...

  • World of Darkness
    World of Darkness
    "World of Darkness" is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role-playing games. It is also the name of roleplaying games in the second and third settings...

The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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